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Foxsch

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Colonel
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Reply with quote  #1 
Hiya,

  Has anybody successfully used Norrin's  Revive script with the Iron Front conversion and the DLC mod? I can get a respawn and revive dialogue, but I cannot get any units to revive downed units, they do not appear in an (empty) list of potential revivers.

My revive_init.sqf (the important bits):

// LIST OF PLAYABLE UNITS
//NORRN_player_units = playableUNits;
NORRN_player_units = ["r1","r2","r3","r4","r5","r6","r7"];
//
// REVIVE OPTIONS
_max_respawns  = (paramsArray select 0);
_JIP_respawns = [2,30];
_revive_timer  = 1;  
_revive_time_limit  = 60;
_revive_damage  = 0;
_unconscious_markers  = 1;
_caseVAC = [0, [""]];
_mediVAC = [];
_chance_ofDeath = [0,0];
_dualTimer = 0;  
_deadSpectator_cam  = 0;
//
// UNITS THAT CAN REVIVE/UNITS THAT CAN BE REVIVED
_can_revive  = "LIB_US_rifleman","LIB_US_FC_rifleman","LIB_US_corporal","LIB_US_smgunner","LIB_US_first_lieutenant","LIB_US_second_lieutenant","LIB_US_captain","LIB_US_sniper","LIB_US_mgunner","LIB_US_AT_soldier","LIB_US_engineer","LIB_US_medic";
_can_revive_2  = "";
_can_revive_3 = "";
_can_revive_4 = "";
_can_be_revived        = "LIB_US_rifleman","LIB_US_FC_rifleman","LIB_US_corporal","LIB_US_smgunner","LIB_US_first_lieutenant","LIB_US_second_lieutenant","LIB_US_captain","LIB_US_sniper","LIB_US_mgunner","LIB_US_AT_soldier","LIB_US_engineer","LIB_US_medic";
_can_be_revived_2  = "";
_can_be_revived_3       = "";
_can_be_revived_4  = "";
_medic_1 = "LIB_US_medic";
_medic_2 = "";
_medic_3 = "";
_medic_4 = "";
//
// ENEMY SIDE TO PLAYABLE UNITS
_no_enemy_sides = 1;
_enemy_side_1 = "WEST";
_enemy_side_2 = "";
_enemy_side_3 = "";
_enemy_side_4 = "";
// ==================================================================
// FRIENDLY SIDE TO PLAYABLE UNITS
_allied_side_1 = "RESISTANCE";
_allied_side_2 = "RESISTANCE";
_allied_side_3 = "";
_allied_side_4 = "";


Should be OK no? All else is by the book and the respawn is working fine - after the delay set, but no revivers! Any help appreciated ~

Edit: this is the relevant part of the description.ext:

 
// description.ext settings for revive
///////////////////////////////////////////////////////////////////////////////////////////
respawn = "BASE";
respawndelay = 4;
disabledAI = 0;

#include "revive_sqf\dialogs\config.cpp"
#include "revive_sqf\dialogs\define.hpp"
#include "revive_sqf\dialogs\rev_cam_dialog.hpp"
#include "revive_sqf\dialogs\respawn_button_1.hpp"
#include "revive_sqf\dialogs\respawn_button_2.hpp"
#include "revive_sqf\dialogs\respawn_button_3.hpp"
#include "revive_sqf\dialogs\respawn_button_4.hpp"
#include "revive_sqf\dialogs\respawn_button_1b.hpp"
#include "revive_sqf\dialogs\respawn_button_1c.hpp"
#include "revive_sqf\dialogs\respawn_button_2b.hpp"
#include "revive_sqf\dialogs\respawn_button_3b.hpp"
#include "revive_sqf\dialogs\respawn_button_4b.hpp"
#include "revive_sqf\dialogs\respawn_button_1map.hpp"
#include "revive_sqf\dialogs\respawn_button_2map.hpp"
#include "revive_sqf\dialogs\respawn_button_3map.hpp"
#include "revive_sqf\dialogs\respawn_button_4map.hpp"
#include "revive_sqf\dialogs\OK_map.hpp"
#include "revive_sqf\dialogs\dead_cam_dialog.hpp"
#include "revive_sqf\dialogs\rev_cam_dialog_blank.hpp"

//////////////////////////////////////////////////////////////////////////////////////////
 
//Parameters
 
class Params
{
class Revive
        {
// paramsArray[0]
                title = "Number of Revives:";
                values[] = {25,10,5,3,1};
                texts[] = {"25 - Cadet","10 - Easy ","5 - Normal","3  - Hard","1  - Extreme"};
                default = 3;
        };
};
///////////////////////////////////////////////////////////////////////////////////////////
 

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theOden

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Reply with quote  #2 
Out of nowhere I'd say this looks a bit off:
_can_revive  = "LIB_US_rifleman","LIB_US_FC_rifleman","LIB_US_corporal","LIB_US_smgunner","LIB_US_first_lieutenant","LIB_US_second_lieutenant","LIB_US_captain","LIB_US_sniper","LIB_US_mgunner","LIB_US_AT_soldier","LIB_US_engineer","LIB_US_medic";

maybe try:
_can_revive  = ["LIB_US_rifleman","LIB_US_FC_rifleman","LIB_US_corporal","LIB_US_smgunner","LIB_US_first_lieutenant","LIB_US_second_lieutenant","LIB_US_captain","LIB_US_sniper","LIB_US_mgunner","LIB_US_AT_soldier","LIB_US_engineer","LIB_US_medic"];
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Foxsch

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Colonel
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Posts: 463
Reply with quote  #3 
Hi theOden. many thanks for getting back to me ~ yes, that was definitely wrong - that is an array and not enclosed. Amazing at how I've stared at that .sqf for so long and still not spotted it.  I now see the familiar green-edged score dialogue for a downed unit - but still my friendly's are not listed as revivers! Black screen - "you are waiting to get revived" then the dialogue opens and looks fine. I get the full list of my team in the drop-down for camera-chase, a call for help button (no potential revivers available) and the respawn button appears (immediately?). As before, the respawn is just fine, just no revive.

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theOden

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Reply with quote  #4 
You're welcome.

I assume your playable slots are named r1, r2 etc?

The edit in the beginning altered norrins setup on "playableUnits" to the players "vehicle variable name":
//NORRN_player_units = playableUNits;
NORRN_player_units = ["r1","r2","r3","r4","r5","r6","r7"];

You need to change this to
NORRN_player_units = [r1,r2,r3,r4,r5,r6,r7];

To indicate the "objects" on not their reference.

But I'd recommend to use what norrin had, then the script will manage future additional players unlike if hard coded to those 7 playable slots.

(let's see if the forum trashes my formatting this time too [smile] )
 
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Foxsch

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Colonel
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Reply with quote  #5 
Thanx theOden ~ the post reads fine [wink]

nope, that didn't do it either. The heal function is also working fine. What I am thinking is that as well as the 'void' revive - call for help and "no potential available..." is that the respawn button appears immediately? And not after the 60 second timer as it should ~ 



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Foxsch

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Colonel
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Reply with quote  #6 
Still not got this to work ~ I used the exact same settings for another mission in my revive_init.sqf, and even copied over the entire revive_sqf folder to the mission directory - still the same problem - all else is working but my player units are not listed as revivers, or responding to the revive call. Then checking the map locations in each mission I noticed that in the mission that was working, I have used a game logic module - in this mission, I am using an empty unit game logic, - 'objects', the Game Logic Module is not available. is there a difference? And does anybody know why the Game Logic Module is not available?
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Foxsch

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Colonel
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Reply with quote  #7 
Also now posted onto the BI Forum official thread ~
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rowdied

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Posts: 146
Reply with quote  #8 
Hey Foxsch,

Ever get this to work? I tried but get the same issues you had.

You should come and play with us on Fridays and Saturdays, Major Mayhems Iron Reich group. We had a blast last night.

thanks
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Foxsch

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Colonel
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Reply with quote  #9 
Heya rowdied : -)

  I would like to, but things always seem to get in the way [frown]
Not having enough time, away from the pc etc etc.
I do still drop by your IF server for the Domination occasionally, it's usually pretty quiet.
As for the Revive - nope, I gave up on that and used something else instead.
It seems to be a perennial problem using mod units, some modders will make sure their mods are community unit friendly, others not, just the way it is I guess.


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rowdied

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Reply with quote  #10 
Quote:
Originally Posted by Foxsch
Heya rowdied : -)
As for the Revive - nope, I gave up on that and used something else instead.


Hey Foxsch,

What did you use instead of Norrins revive? Something similar or just normal respawn?

thanks
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Foxsch

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Posts: 463
Reply with quote  #11 
I settled for [TcB]-Psycho's A3 Wounding System for the mission that began this thread.

Let me know how you get on with it - any spoilers for the mission your working on?

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